As a hunter who mains support and loves to pick Sunny for her flexibility she comes with a catch, take her down and her complete tactic fails to bits. This does not help with the jetpack boosts however that help catch any monster 10x quicker. Like it has been said before me, try to kill those flying trappers that go in a little too quick. When we underestimate the monster our trapper has two strikes at the relay most of the time. Just a small focus from the monster and he play’s against 3 hunters.
The think on Sunny’s jetpack boost that needs a nerf is the speed. Jetpack boost is good for catching up teammates and avoiding attacks (or getting into combat faster). The speed and distance it covers now is far more than enough for evasion, so good that it can be toned down a little. The speed and distance for a trapper are insane. Catch the 75% capacity increase and the trapper can fly 7!! times, thats almost 150 meters in a matter of seconds. If Sunny positions herself well every time, she can boost the whole team. If you juked the trapper pre-patch the trapper had to turn around and is now the last player in the team. With Sunny, the trapper isn’t and a juke isn’t as rewarding. Hunters finally have a way to counter the monsters who learned this trick and kept using it, but at this moment it’s to fast. A full charge at “safe” range from the trapper to the monster will get the monster domed 4/5 times. He is in the dome all alone at this point, but if played right the dome is in the hunters favor because of the early dome.
This is why the speed of the boost needs to be chanced. The jetpack “leaps” through the air can be 40% slower and still seem realistic, keeping the power of the boost and not lose the evasion it packs. Touching the recharge speed will effect in-dome evasion making it pretty bad next to the unreliable shield.